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All the codes you'll need for your Jtag!
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All the codes you'll need for your Jtag!Posted:

Th3b00sterpl0x
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Joined: Mar 22, 201014Year Member
Posts: 16
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Status: Offline
Joined: Mar 22, 201014Year Member
Posts: 16
Reputation Power: 0
Red Box Wallhack(Can be added to the DVAR thread as shown above on the first code):

setDvar( "r_showFloatZDebug", 1);


Unlimited Sprint And Super Jump And No Fall Damage:

setDvar( "set jump_height", 999 );

setDvar( "player_sprintSpeedScale", 3.0 );
setDvar( "player_sprintUnlimited", 1 )

setDvar( "bg_fallDamageMaxHeight", 999 );
setDvar( "bg_fallDamageMinHeight", 0 );


Laser Sight:

setDvar( "laserForceOn", 1 );


Explosive Bullets:

setDvar( "bg_forceExplosiveBullets", 1 );


Aim Bot:

setDvar( "aim_autoaim_enabled" , 1 );
setDvar( "aim_autoaim_lerp" , 999 );
setDvar( "aim_lockon_debug" , 1 );
setDvar( "aim_lockon_enabled" , 1 );
setDvar( "aim_lockon_strength" , 9 );
setDvar( "aim_lockon_deflection" , 0.0005 );


Dual Weapons:

setDvar("bg_forceDualWield", 1);


Display Server Bandwidth:

setDvar("drawServerBandwidth", 1);


Frames Per Second On Screen:

setDvar("cg_drawFPS", 1);


--

These below are not to add to the DVAR's thread, they go in there own thread!

Ac130 Red Square (Can be added under onPlayerSpawned()):

self ThermalVisionFOFOverlayOn();


10th Prestige Spinning 10th Prestige Emblem:

self thread doIcon();


doIcon()
{

self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
}


All Challenges (10 - 15 Minutes):

self thread doChallenges();


doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
for ( s = 0; s <= 8; s++ )
{
foreach ( challengeRef, challengeData in level.challengeInfo )
{
wait 0.05;
self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] );
}
}
}
}


10 - 15 Second Challenge's:

self thread doChallenges();


doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );

for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "^2Unlocking Has Started!" );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
}
self iPrintlnBold( "^2All Challenges Unlocked" );
}
}

Jester and Swifteh's 10 - 15 Seconds Challenge Code:

onPlayerConnect() //This thread is not added, it's changed. Find it towards the top!
{
for(;Wink
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

if (player isHost())
{
player thread toggleChallenge();
}
player thread onPlayerSpawned();
player thread initMissionData();
}
}



toggleChallenge()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "left", "+actionslot 3" );
for ( ;; )
{
self waittill( "left" );
self waittill( "left" );
if ( self.canChallenge == 0 )
{
self.canChallenge = 1;
self iPrintlnBold( "Challenge mod is ON" );
}
else
{
self.canChallenge = 0;
self iPrintlnBold( "Challenge mod is OFF" );
}
}
}


doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );

for ( ;; )
{
self waittill( "dpad_up" );
self waittill( "dpad_down" );
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;
hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canChallenge) && hostPlayer.canChallenge > 0 )
{
self iPrintlnBold( "^1Please wait 15-20 seconds." );
wait 2;
self iPrintlnBold( "^1Starting unlock loop..." );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
}
self thread mapsmpgametypes_hud_message::hintMessage( "Everything Unlocked!" );
self iPrintlnBold( "^1Finished unlock loop!" );
wait 3;
self iPrintlnBold( "^2<3 ^1jester ^2and ^1swifteh" );
}
}
}



God Mode:

self thread doGod();


doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}


Unlimited Ammo:

self thread doAmmo();


doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
--




03:18 PM on 03/22/2010 Flag Quote & Reply

AoR x JiiTeR
Site Owner
Posts: 156
PART 2


Ac130:
self thread doAc130();
doAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130_mp" );
wait 60;
}
}
}
Give Mods To Certain GT's:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
Write Text On Screen (Small, Bold):
self iPrintlnBold("Text here");
Write Text On Screen (Left Hand Side):
self iPrintln("Text Here");
Writing In Type Writer Text:
self thread maps\mp\gametypes\_hud_message::hintMessage("TEXT HERE")
No Recoil:
self player_recoilScaleOn(0);
Golden Desert Eagle And Default Weapon:
self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );
Guns:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );
Disable Jumping:
allowJump(false);
Disable Sprinting:
allowSprint(false);
Disable Aiming:
allowADS(false);
Disable Using Weapons:
self _disableWeapon();
self _disableOffhandWeapons();
Disable Crouching:
allowCrouch(false);
Disable Standing:
allowStand(false);
Disable Controls:
self freezeControls(true);
Give Any Killstreak At Spawn:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Bleeding Money (Make It Rain):
self thread doRainMoney();
doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Golden Desert Eagle Set To All Classes (Secondary):
self thread giveDeagle();
giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}
Set Mods To Certain Controls:
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
3 Weapons:
self thread do3weps();
do3weps()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "Special Gernade is now M16 " );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "specialGrenade", "m16" );
}
}
}
4 Perks:
self thread do4perks();
do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
}
}
}
4 Perks With AC130 Thermal Vision (Not Permeant):
self thread do4perks()
do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
self setPlayerData( "customClasses", i, "perks", 4 , "specialty_thermal" );
}
}
}
Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):
self thread doincreaseDvar();
increaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self waittill( "dpad_left" );
value = getDvarInt( "g_gravity" );
value = value + 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread increaseDvar();
}
self thread dodecreaseDvar();
decreaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
value = getDvarInt( "g_gravity" );
value = value - 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread decreaseDvar();
}
Teleport:
self thread doTeleport();
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}
1 Shot 1 Kill:
initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Emergency Airdrop and Ac130 Every 10 Seconds:
self thread giveAirDropAC130();
giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self waittill( "spawned_player" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak("airdrop_mega", false);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
wait 10;
}
}
Walking Ac130 (goes in ac130.gsc):
startWalkingAC130();
startWalkingAC130()
{
setupAC = 1;
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2");
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self iPrintlnBold( "^2Exiting AC130!" );
level thread removeAC130Player( self, false );
setupAC = 1;
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self iPrintlnBold( "^2Entering AC130" );
self giveAC130( self );
setupAC = 0;
}
}
}
Multiple Button Commands:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+reload" );
self notifyOnPlayerCommand( "button_y", "+weapnext" );
self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );
Set Riot Shield To Back:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
Nuke Aftermath:
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
Martyrdom CoD4 Style (Replaces Frag):
self thread doMartyrdom();
doMartyrdom()
{
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "perks", 0, "specialty_grenadepulldeath" );
}
}
Ufo Mode:
self thread doUfo();
doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
All Weapon And Perk Names:
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Instant Level 70 Binded To Dpad Up
self thread doLevel70();
doLevel70()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self incPersStat( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "You are now Level 70! <3" );
wait 2;
self iPrintlnBold("^1Now go prestige!");
}
}
Instant Kills Binded To Dpad Left
self thread doKd();
doKd()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_left", "+actionslot 3");
for(;
{
self waittill( "dpad_left" );
self incPersStat( "kills" , 10000 );
self iPrintlnBold("^1Yay! 10,000 kills gained!");
}
}
Instant Score Binded To Dpad Right:
self thread doScore();
doScore()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_right", "+actionslot 4");
for(;
{
self waittill( "dpad_right" );
self incPersStat( "score" , 100000 );
self iPrintlnBold("^1Yay! 100,000 score gained!");
}
}

--




03:19 PM on 03/22/2010 Flag Quote & Reply

AoR x JiiTeR
Site Owner
Posts: 156
PART 2


Ac130:
self thread doAc130();
doAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130_mp" );
wait 60;
}
}
}
Give Mods To Certain GT's:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
Write Text On Screen (Small, Bold):
self iPrintlnBold("Text here");
Write Text On Screen (Left Hand Side):
self iPrintln("Text Here");
Writing In Type Writer Text:
self thread maps\mp\gametypes\_hud_message::hintMessage("TEXT HERE")
No Recoil:
self player_recoilScaleOn(0);
Golden Desert Eagle And Default Weapon:
self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );
Guns:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );
Disable Jumping:
allowJump(false);
Disable Sprinting:
allowSprint(false);
Disable Aiming:
allowADS(false);
Disable Using Weapons:
self _disableWeapon();
self _disableOffhandWeapons();
Disable Crouching:
allowCrouch(false);
Disable Standing:
allowStand(false);
Disable Controls:
self freezeControls(true);
Give Any Killstreak At Spawn:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Bleeding Money (Make It Rain):
self thread doRainMoney();
doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Golden Desert Eagle Set To All Classes (Secondary):
self thread giveDeagle();
giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}
Set Mods To Certain Controls:
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
3 Weapons:
self thread do3weps();
do3weps()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "Special Gernade is now M16 " );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "specialGrenade", "m16" );
}
}
}
4 Perks:
self thread do4perks();
do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
}
}
}
4 Perks With AC130 Thermal Vision (Not Permeant):
self thread do4perks()
do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
self setPlayerData( "customClasses", i, "perks", 4 , "specialty_thermal" );
}
}
}
Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):
self thread doincreaseDvar();
increaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self waittill( "dpad_left" );
value = getDvarInt( "g_gravity" );
value = value + 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread increaseDvar();
}
self thread dodecreaseDvar();
decreaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
value = getDvarInt( "g_gravity" );
value = value - 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread decreaseDvar();
}
Teleport:
self thread doTeleport();
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}
1 Shot 1 Kill:
initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Emergency Airdrop and Ac130 Every 10 Seconds:
self thread giveAirDropAC130();
giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self waittill( "spawned_player" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak("airdrop_mega", false);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
wait 10;
}
}
Walking Ac130 (goes in ac130.gsc):
startWalkingAC130();
startWalkingAC130()
{
setupAC = 1;
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2");
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self iPrintlnBold( "^2Exiting AC130!" );
level thread removeAC130Player( self, false );
setupAC = 1;
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self iPrintlnBold( "^2Entering AC130" );
self giveAC130( self );
setupAC = 0;
}
}
}
Multiple Button Commands:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+reload" );
self notifyOnPlayerCommand( "button_y", "+weapnext" );
self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );
Set Riot Shield To Back:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
Nuke Aftermath:
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
Martyrdom CoD4 Style (Replaces Frag):
self thread doMartyrdom();
doMartyrdom()
{
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "perks", 0, "specialty_grenadepulldeath" );
}
}
Ufo Mode:
self thread doUfo();
doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
All Weapon And Perk Names:
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Instant Level 70 Binded To Dpad Up
self thread doLevel70();
doLevel70()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self incPersStat( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "You are now Level 70! <3" );
wait 2;
self iPrintlnBold("^1Now go prestige!");
}
}
Instant Kills Binded To Dpad Left
self thread doKd();
doKd()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_left", "+actionslot 3");
for(;
{
self waittill( "dpad_left" );
self incPersStat( "kills" , 10000 );
self iPrintlnBold("^1Yay! 10,000 kills gained!");
}
}
Instant Score Binded To Dpad Right:
self thread doScore();
doScore()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_right", "+actionslot 4");
for(;
{
self waittill( "dpad_right" );
self incPersStat( "score" , 100000 );
self iPrintlnBold("^1Yay! 100,000 score gained!");
}
}

--
#2. Posted:
JMYE360MODS
  • Junior Member
Status: Offline
Joined: Mar 23, 201014Year Member
Posts: 68
Reputation Power: 3
Status: Offline
Joined: Mar 23, 201014Year Member
Posts: 68
Reputation Power: 3
Oh i am getting a jtag soon and i was just wondering if you can help me out where do i put those codes in. Also I will get you in alobby for free. Thanks
#3. Posted:
Reconnoob
  • New Member
Status: Offline
Joined: Feb 27, 201014Year Member
Posts: 4
Reputation Power: 0
Status: Offline
Joined: Feb 27, 201014Year Member
Posts: 4
Reputation Power: 0
Nice, may use a couple of those in one of my patches!
#4. Posted:
TTG_Tide
  • Ladder Climber
Status: Offline
Joined: Feb 02, 201014Year Member
Posts: 337
Reputation Power: 59
Status: Offline
Joined: Feb 02, 201014Year Member
Posts: 337
Reputation Power: 59
i have a sticky post already up with 3x more than this.
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